The Fragmented Paradigm

A Multifaceted Approach to Fiction

Mafia II Review (Xbox 360/PS3)

Good Full

I could never really get into Grand Theft Auto. I know it’s supposed to be the quintessential king of open-world games, but it just never grabbed me. Open-world titles offer what amounts to freestyle gaming: go where you want, do what you want and complete the story whenever you get around to it. But the trade-off is that you are essentially playing a game with only one level; and so it is crucial – absolutely vital – that that one level is interesting. But Grand Theft Auto’s continual fixation on modern day gangland – even as cartoonishly as it is represented – holds no appeal for me. Gangsters rarely make for interesting characters, obsessed as they are with the crudities of life. And relegating the player to a world that goes out of its way to celebrate their unique brand of violent hedonism just makes the whole thing come off as crass.

The modern day setting doesn’t help either. I don’t see the appeal of driving around an exaggerated version of modern Americana. I live in California, I can do that anytime.

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But now we go back to a simpler time: back before Global Warming...

Mobster culture, though, is a bit more layered. Mobsters didn’t have turf, they had business interests; they didn’t wear gang colors, they wore suits. They held summits, organized their infrastructure. They had families, ethical codes, traditions and decorum. But of course that was all veneer and underneath it was a bunch of guys shooting each other, torturing each other and betraying each other. They obtained their funds in more intricate ways than street gangs, but still frittered them on the same baser pleasures. The cold hard reality is that a mobster is just a gangster with delusions of civility.

But that delusion is reflective of the times in which the Mob held the most sway. Postwar America was a very pretty era; in fact it became the aesthetic of classic Americana. It saw the beginnings of America’s prominence on the world stage, suburban sprawl, car culture, teen culture and rock-n-roll; it was in many ways the foundation of modern America. But it was also a social hellscape for anyone who wasn’t white, male or rich. It was – like the Mob itself – a twisted nest of veneers, pretenses and hypocrisies; and it is that complexity – which Mafia II recreates so masterfully – that makes its Empire Bay more interesting than Liberty City and its ilk could ever hope to be.

You get your first good view of Empire Bay in the 1940s. Covered in snow, the old Fords filling the streets, “I’m Dreaming of a White Christmas” playing in the background – the whole thing looks like a Norman Rockwell painting come to life. Eventually, you’ll make it into the fifties – with its sleeker cars and pretty suburban neighborhoods – and it is immediately obvious why even today we still return to the aesthetic of this decade. Driving through the city in either time is like taking a tour through the art of postwar America. It’s all imagery and color, the superficial memory of the era on display. This establishes the world for you, immerses you in that fabled time of a simpler America. But once you take a moment to really examine it, you’ll see that this era was anything but simple and nowhere near as pretty as it first appears.

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...Before Yelp...

Missions are one good way of doing that. One of the first jobs you get is to rough up some dockworkers who don’t want to pay into an extortion racket and it highlights the oppressed state of the working class at the time. But even just getting out of your car and walking around gives you some insight. You can overhear conversations from the people on the streets about that awful rock music all the kids listen to or the way young girls are behaving or perceived offenses by those dirty rotten [insert racial slur here]. Your car’s radio also reveals the unfortunate social undercurrents of the time, with songs citing Eve’s corruption or Delilah’s betrayal as being “just like a woman” or the DJ’s dreading the advent of the carphone and advising the ladies not to “dial and drive.” Empire Bay is an excellent and endlessly captivating representation of its time period. It faithfully recreates the imagery of the era, but also the burbling social tensions that would ultimately result in the Civil Rights movements of the sixties.

And the mafia is similarly represented. They dress nice, they hold their meetings over a good meal and they actually denounce street gangs as animals who do nothing but steal things, shoot things and sell dope. Well, of course, that’s basically all you do too. Much like the city itself, once you probe beneath the mafia’s genteel exterior, you find a bunch of guys who spout more profanities per sentence than a sailor with a stubbed toe, who celebrate every victory at the local cathouse and who drive around for weeks at a time with some guy’s rotting corpse in their trunk. They act like the civilized alternative to random crime, but really they’re just brutes in suits.

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...And before Facebook...

But for a young Italian immigrant just back from a forced participation in World War II, they’re the last best hope to make something of himself. I’ve heard it said that Vito isn’t a sympathetic protagonist, that he seems to have no agency or reaction or moral objection to anything that happens. And it’s true Vito doesn’t make grand speeches about his decisions, doesn’t force-feed any points or life lessons, but I fail to see why that’s a negative. His actions do have clear motivations, he just doesn’t beat us over the head with them; and I especially like how the gameplay subtly aligns those motivations with our own.

For example, it has also been said that Empire Bay is a boring open world because it has no side quests or optional missions to complete. But that’s exactly the point. This is a world without opportunity, without legitimate means of advancement, where Vito’s only option to achieve the American Dream that was becoming so popular at this time was to follow the mafia path, no matter how unseemly or dangerous it became. He actually does try to get an honest job at the docks early in the story and he is assigned the task of hauling dozens of heavy crates onto a truck for ten dollars. The game does a good job of making us share his frustration and his eagerness to seek the criminal life by having us participate in his task. It evens tells us that we can keep hauling crates or just leave the job incomplete once we’ve had enough. And much like Vito, we have no desire to squander our time on so tedious a task for so meager a reward. Vito joins the Mob for the same reason we join the Mob: there isn’t anything else worth doing.

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Posted in Reviews 1 year, 8 months ago at 10:05 PM.

2 comments

2 Replies

  1. An excellent and thoughtful review. I certainly agree that perhaps this game needs to be considered under a different critical light than a more traditional game. However, even under this new light the game is, in my opinion, mediocre.

    It took me a while to realise that I should not be considering Mafia 2 in the same way as GTA, rather as a standard 3rdPS/Cover-shooter with an open city in place of driving cut-scenes. However, for the most part, these shoot-outs take place in thoroughly unimaginative and cliched settings. Junkyard? Check. Restaurant? Check. A warehouse? Now we are being spoiled :p

    Furthermore, some of the actual combat in these missions resorts to jarringly ‘gamish’ convention. I can forgive the junkyard-dwelling greasers using molotov cocktails, but a mob boss? Either embrace the ‘boss-fight’ convention and put some thought into it, or leave it out completely.

    Even the actual story is a let down for me. Certainly there are some excellent examples of social critique and some of the themes are fairly grown-up. However for the most part these are lost under an emotionless and narcissistic main story and character. Vito has neither the nuanced motivation of a Michael Corleone nor the bombastic nihilism of a Tommy Devito. His motivation stems from a desire for money and status. However, there is no real use for money, and at no point outside of the occasional cutscenes does the player experience the sense of increased status.. The attempts of the game to show you the fleeting nature of money are ham-fisted. Did none of Vito’s associates suggest investing some of his money, rather than keeping it under the mattress? WIth a bit more work, and faith in the audience, 2K Czech could have devised a more intelligent and profound way of reducing Vito back to rags than ‘rival gang with molotovs’.

    This lack of faith in the audience can be seen in a number of places. The aforementioned box-moving minigame was, at first glance, a great way of highlighting the dull and financially unrewarding nature of ‘straight’ life. However, despite giving you the choice to continue or not, after 4 boxes this option is removed. This removal of even a scrap of player agency was unnecessary. Furthermore, having been made to race around town selling gas stamps and selling cigarettes early on, the chance to do the same with more lucrative and exciting products later on are strangely reduced to cutscenes.

    I am going on and on I know, but this game has upset me. If it was out-and-out bad that would be better. However, Mafia 2 has so much potential, so many pearls of genius and moments of excellence, to see them lost in a shoddy mish-mash of subpar gaming cliches is disappointing. The idea of viewing Mafia 2 as an ‘arthouse’ GTA is an interesting one. However this game has had 12 years of development, and been released with a considerable marketing campaign. It is not arthouse, it is mainstream blockbuster, and a poor one at that. The longer we make excuses for mediocre games backed up by financial clout, the more damage we do to genuine ‘arthouse’ gaming achievements.

  2. admin Sep 1st 2010

    Regarding the “gamish” cliches, I think they fall under the same category as the rest of the gameplay: they’re functional. The settings for the most part make sense. I can see greasers hanging out in junkyards, mob bosses hanging out in restaurants, etc. They may be standard, but they are appropriate to the context.

    And any game that strives for realism always struggles with boss fights. That’s nothing new. With the growing popularity of military-themed shooters, boss fights are becoming a lost art. It’s disappointing, but not at all unique to this game.

    Vito is a narcissist, no doubt about it. But the whole story builds to his comeuppance. Main characters don’t need to be likable, they just need to be interesting. Vito is understated, but I don’t think he’s absent any character development or motivation. He isn’t just after power and prestige, he’s trying to avoid becoming the failure he perceived his father as being.

    And once he thinks he’s achieved that, everything is slowly taken away by random and unrelated events. It wasn’t just the Irish gang that Vito annoyed years back, it was also the drug deal he took part in, the revenge raid afterward and his vouching for Henry, who everyone assumed to be a rat. His prestige dies by inches and he comes to realize that he hasn’t escaped his father’s legacy at all. He rebels against the same dock boss, becomes indebted to the same loan shark and winds up in the same financial pit. He discovers he’s trapped in the pattern he had been trying to escape.

    Admittedly, it would have been interesting if the box thing went on indefinitely, but it’s a minor quibble at best.

    Mafia II does have a lot of money behind it, but that doesn’t make it any less artistically-minded. The twelve years (I thought it was six) of development is clearly there, put almost entirely into the city. Games with long-term development cycles never look this good.

    And…
    “The longer we make excuses for mediocre games backed up by financial clout, the more damage we do to genuine ‘arthouse’ gaming achievements.”

    Getting a bit melodramatic there, don’t you think? Liking Mafia and defending it as a more artistic GTA doesn’t do any damage to arthouse gaming; if anything it helps spread the idea that games can be more than just run-and-gun escapism. THAT is what does damage to arthouse gaming: the constant insistence that games can’t be art, which in turn encourages the bigger developers to play it safe with WWII sims and Halo wannabes. Anything that helps coax people into to a new way of looking at gaming, that refocuses discussion and analysis to themes and story structures and away from whether or not a mob boss wielding flaming bottles of booze would make a good boss fight strikes me as a good thing (hence my score).

    Now, I will agree that Mafia II is far from the best example of art in gaming, but it’s also far from the worst and far, far better than most of what you get from big name developers.

    Thanks for the read.


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